Invisible, Inc.

Invisible, Inc.

Into the Breach Agents
25 Comments
Hekateras  [author] 8 Jul @ 12:02pm 
@Poor Boy Willy : Fixed again, hopefully for good this time. Sorry, really hectic week over here and it didn't crash for me before because of the agents I was testing with. But it should be fine.
Poor Boy Willy 6 Jul @ 10:37am 
I'm getting a new one now. The actual error is in the sim constructor but it wasn't happening before and your mod is in the stack.

workshop-580661011/strict.lua:17: variable 'userUnit' is not declared
stack traceback:
workshop-580661011/strict.lua:17: in function <workshop-580661011/strict.lua:15>
workshop-2861508670/modinit.lua:583: in function 'canUseAbility'
Hekateras  [author] 6 Jul @ 7:12am 
@Poor Boy Willy : Oh, that's my bad. Little oversight with the minor bugfix I pushed yesterday.

Fixed now, just refresh the mod. Thanks for your feedback! ^^
Poor Boy Willy 5 Jul @ 7:33pm 
I've been using this mod for a few months and it worked without issue until today, when the game suddenly started crashing after making the first move in a mission, regardless of whether I'm using an agent from this mod. I looked at the invisibleinc.txt file and it says workshop-2861508670/modinit.lua:580: attempt to index local 'weaponUnit' (a nil value).

Great mod by the way; it's my favorite of any I've tried for this game.
Hekateras  [author] 5 May, 2023 @ 4:08pm 
@Tikotitok Fixed as of yesterday.
Tikotitok 4 May, 2023 @ 11:28am 
On-File Bethany's augment seems to cause all sorts of cloaks to be removed by sprinting. (At least "Fade" from Programs Extended. I haven't had the opportunity to try stealth rigs yet.)
Hekateras  [author] 3 May, 2023 @ 8:37am 
@Titotitok : There was no deliberate exception for Chameleon Movement. However, I looked into it, and it was triggering inconsistently because the way Chameleon Movement is coded isn't very friendly towards turn 0 cloaking. And yes, it's the refresh mods button but you also need to restart the game. Keep an eye on the update notes, I'll push another bugfix today.
Tikotitok 3 May, 2023 @ 2:36am 
Do you think you could make on-file Bethany's stealth apply Chameleon's AP boost on the first turn, pretty please?
Tikotitok 2 May, 2023 @ 11:49pm 
I might be unaware of how updating Invisible Inc mods is done. Is it just the "refresh mods" button? >-<
Hekateras  [author] 2 May, 2023 @ 7:59pm 
@Tikotitok : If you check the update notes, that one should also have been fixed already. Are you playing with the newest version?
Tikotitok 2 May, 2023 @ 1:36pm 
Turns out Henry can attempt to cross through deadly lasers, leading to his entirely avoidable demise. Whoops. It's kinda in-character, to be honest xD
Hekateras  [author] 30 Apr, 2023 @ 1:52pm 
@Tikotitok I fixed that a couple hours ago :) Just update mid-mission, it's fine in this case
Tikotitok 30 Apr, 2023 @ 12:16pm 
On-file Henry is unable to melee attack downed guards, the option is missing.
Hekateras  [author] 30 Apr, 2023 @ 4:24am 
Released a pretty major update to Henry, onfile and archive. Check him out. :)
Hekateras  [author] 27 Feb, 2023 @ 2:58pm 
New update: Added Archived Gana!
Hekateras  [author] 16 Oct, 2022 @ 2:14pm 
@Tikotitok: That's easy to implement, but not very exciting or fitting for Camila IMO. I went with a different change instead, please check the update notes/updated screenshots. I think this works a little better than the extra attack.
Tikotitok 16 Oct, 2022 @ 12:45pm 
Just to clarify, with the reduced K.O. time I meant that Camila would be knocked out for less time by things like anesthesia, flash bombs and the "poison" daemon. I have no idea if that even would be feasible to implement, though.
Hekateras  [author] 16 Oct, 2022 @ 8:35am 
@Tikotitok Thanks for your suggestion. Having Camila be immune to all AP penalties was actually my original plan for her, but it proved pretty difficult to implement. The issue is that the AP penalty immunity needs to be implemented on a case by case basis for every source, which isn't great in terms of compatibility with future mods that might add new things that mess with AP. But now I'm tempted to take another look at it and at least do the case-by-case basis thing. I can also make sure she has her smoke grenade if you get her from a detention center.
Tikotitok 16 Oct, 2022 @ 6:51am 
I got Camila from a detention center, and since she doesn't get her unique item, her augment has just been doing nothing the whole game. Also, I feel the attack reset is kind of extraneous anyways and is pretty much a weaker, gimmicky version of Nika.
What if, instead, her augment would negate the AP penalties from pretty much every source (Neptune thingies, the rare heavy weapon (the ones that give -2AP when carried)), and perhaps also reduced her K.O. time by 1?
Hekateras  [author] 8 Oct, 2022 @ 12:15am 
@Celestael : Yes, this is togglable in the generation options and enabled by default. However, only the On-File variant of each agent is rescuable.
Celestael 7 Oct, 2022 @ 10:05pm 
Do they show up in detention centers as well?
Hekateras  [author] 12 Sep, 2022 @ 12:03pm 
Please note: Feedback on balance is welcome. If you encounter any bugs, the best place to report them is the Invisible In Discord, on the bug reports channel, please checked the pinned post there
wk37781 12 Sep, 2022 @ 10:12am 
YO....YO...BRUH....ABSOLUTELY AWESOME
Hekateras  [author] 12 Sep, 2022 @ 7:41am 
@PhantasmaKnight I've been working on this since July when Advanced Edition came out :D Thank you!

And yes, there actually is such a mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2093004301
PhantasmaKnight 12 Sep, 2022 @ 1:24am 
HOW do you keep cranking this stuff out?! Didn't you JUST start your latest ITB binge?!

Looks awesome, btw. I wonder if there's a way to disable base game agents so I can focus on mod agents